The only way this could really work is if you had Prince of Persia or Flashback-level animation for the character.I wish you luck, as I fit neither of your criteria.Seriously, this has major potential to be awexome.

Did the Tribly game have physics based movement? I saw a YouTube video, and it looked much more arcadey. I mean that movement was very tight and precise, while you want to have a bit of momentum for wall jumps, and sliding, etc.

But first: Are you shure you can do a rather complex platformer (with grabbing ledges, waljumping etc.) in AGS? Don't know too much about it yet.

Absolutely yes, one can do that. Art of Theft was made in AGS, and although the controls in THAT game are 100% arcade, making a game with physics-based movement should be possible, too. With the proper time commitment, I'm positive I could do that.

So... I've started with scripting the basic platformer engine. So far, things are moving on smoother than expected. Right now, the whole thing is more or less held together by prayers and spit, but for something I more or less pulled out of my ass, it works surprisingly well.

Okay, I worked over that sprites. :/Thank you Cow for kinda showing me the right way! The Nes'd ones are from Cow! They look awesome and are actually the more accurate ones concerning the NES's restrictions... but I'll still take the upper ones, I guess. that's the colour palette I need, because Faith from the original actually has that colour palette.

I'm pretty shure I can still improve those thingies but since I just started doing such pixel things I think this is okay so far.